STEP: A Framework for Automated Point Cost Estimation

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
George E.M. Long;Diego Perez-Liebana;Spyridon Samothrakis
{"title":"STEP: A Framework for Automated Point Cost Estimation","authors":"George E.M. Long;Diego Perez-Liebana;Spyridon Samothrakis","doi":"10.1109/TG.2024.3450992","DOIUrl":null,"url":null,"abstract":"In miniature wargames, such as \n<italic>Warhammer 40k</i>\n, players control asymmetrical armies, which include multiple units of different types and strengths. These games often use point costs to balance the armies. Each unit is assigned a point cost, and players have a budget they can spend on units. Calculating accurate point costs can be a tedious manual process, with iterative playtests required. If these point costs do not represent a units true power, the game can get unbalanced as overpowered units can have low point costs. In our previous paper, we proposed an automated way of estimating the point costs using a linear regression approach. We used a turn-based asymmetrical wargame called \n<italic>Wizard Wars</i>\n to test our methods. Players were simulated using Monte Carlo tree search, using different heuristics to represent playstyles. We presented six variants of our method, and show that one method was able to reduce the unbalanced nature of the game by almost half. For this article, we introduce a framework called simple testing and evaluation of points, which allows for further and more granular analysis of point cost estimating methods, by providing a fast, simple, and configurable framework to test methods with. Finally, we compare how our methods do in \n<italic>Wizard Wars</i>\n against expertly chosen point costs.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"927-936"},"PeriodicalIF":1.7000,"publicationDate":"2024-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10654666/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0

Abstract

In miniature wargames, such as Warhammer 40k , players control asymmetrical armies, which include multiple units of different types and strengths. These games often use point costs to balance the armies. Each unit is assigned a point cost, and players have a budget they can spend on units. Calculating accurate point costs can be a tedious manual process, with iterative playtests required. If these point costs do not represent a units true power, the game can get unbalanced as overpowered units can have low point costs. In our previous paper, we proposed an automated way of estimating the point costs using a linear regression approach. We used a turn-based asymmetrical wargame called Wizard Wars to test our methods. Players were simulated using Monte Carlo tree search, using different heuristics to represent playstyles. We presented six variants of our method, and show that one method was able to reduce the unbalanced nature of the game by almost half. For this article, we introduce a framework called simple testing and evaluation of points, which allows for further and more granular analysis of point cost estimating methods, by providing a fast, simple, and configurable framework to test methods with. Finally, we compare how our methods do in Wizard Wars against expertly chosen point costs.
STEP:点成本自动估算框架
在《战锤40k》等微型战争游戏中,玩家控制着不对称的军队,其中包括多种不同类型和力量的单位。这些游戏通常使用点数成本来平衡军队。每个单位都有一个积分成本,玩家可以在单位上花一定的预算。计算准确的点数成本是一个繁琐的手动过程,需要进行反复的游戏测试。如果这些点数消耗并不能代表单位的真正力量,那么游戏便会变得不平衡,因为过度强大的单位可能拥有较低的点数消耗。在我们之前的论文中,我们提出了一种使用线性回归方法自动估计点成本的方法。我们使用回合制非对称战争游戏《Wizard Wars》来测试我们的方法。使用蒙特卡罗树搜索模拟玩家,使用不同的启发式来表示游戏风格。我们展示了我们方法的6种变体,并表明其中一种方法能够将游戏的不平衡性减少近一半。在本文中,我们介绍了一个称为点的简单测试和评估的框架,通过提供一个快速、简单和可配置的框架来测试方法,它允许对点成本估算方法进行进一步和更细粒度的分析。最后,我们将在《Wizard Wars》中使用的方法与专家选择的点数成本进行比较。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信